VertexEffect.h 3.2 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #ifndef Spine_VertexEffect_h
  30. #define Spine_VertexEffect_h
  31. #include <spine/SpineObject.h>
  32. #include <spine/MathUtil.h>
  33. namespace spine {
  34. class Skeleton;
  35. class Color;
  36. class SP_API VertexEffect: public SpineObject {
  37. public:
  38. virtual void begin(Skeleton& skeleton) = 0;
  39. virtual void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark) = 0;
  40. virtual void end() = 0;
  41. };
  42. class SP_API JitterVertexEffect: public VertexEffect {
  43. public:
  44. JitterVertexEffect(float jitterX, float jitterY);
  45. void begin(Skeleton& skeleton);
  46. void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
  47. void end();
  48. void setJitterX(float jitterX);
  49. float getJitterX();
  50. void setJitterY(float jitterY);
  51. float getJitterY();
  52. protected:
  53. float _jitterX;
  54. float _jitterY;
  55. };
  56. class SP_API SwirlVertexEffect: public VertexEffect {
  57. public:
  58. SwirlVertexEffect(float radius, Interpolation &interpolation);
  59. void begin(Skeleton& skeleton);
  60. void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
  61. void end();
  62. void setCenterX(float centerX);
  63. float getCenterX();
  64. void setCenterY(float centerY);
  65. float getCenterY();
  66. void setRadius(float radius);
  67. float getRadius();
  68. void setAngle(float angle);
  69. float getAngle();
  70. void setWorldX(float worldX);
  71. float getWorldX();
  72. void setWorldY(float worldY);
  73. float getWorldY();
  74. protected:
  75. float _centerX;
  76. float _centerY;
  77. float _radius;
  78. float _angle;
  79. float _worldX;
  80. float _worldY;
  81. Interpolation& _interpolation;
  82. };
  83. }
  84. #endif /* Spine_VertexEffect_h */